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LuBu

Questions: How to get better renders or Using AutoDesk 3ds for renders.

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I have been noticing lately that very small structures DO NOT render well in gmax and become pixilated (1x1). I am using the smallest rig and exporting on the "High" quality option. I Have Autodesk 3ds Max 2009 but cannot import the light rigs into it. Not to mention the renders will not come out as SC4models... obviously. Is there any way to get my small models to not pixilate so much? Any help would be nice. Thanks!

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There is a option that you can use in gmax. without having to re-model in max09

If you use the HD render script, it will render the zoom 5 and zoom 6 bigger, and they will be less pixelated:

You can get the HD script in my post attachment.

To use it, simply replace the file with the same name in your gamepacks/BAT/scripts folder (Which is in your gmax installation ususlly C:/gmax)

HOWEVER before you replace the script make sure you BACKUP the old one. If you ever render anything big you will need to use the old script again.

CameraRig.zip

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    Wow. Mad props for you Xyloxadoria! Thanks for the great help and quick reply. It works great and I have simply moved the old file into a new folder where I can grab it from if I need it. Thanks again.9.gif

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    Just one thing, only use HD for small stuff. Bigger stuff which doesn't loses quality should be kept on SD for the sake of the end user's performance.

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    One more point that I believe is importatn to make.

    HD script makes GMAX (and Max as well) to render Zoom6 instead of Zoom5. The later will be achieved from Zoom6 by simple drop of of 3/4 of pixels. This will inevitably cause some degradation of Zoom5...

    One big issue with using GMAX is tha it doesn't have any AntiAliasing. In this respect You'd be FAR better off with Bat4Max. At the moment there is beta version with which you can use MR. if you interested let me know.

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    Originally posted by: SimFox

    One more point that I believe is importatn to make.

    HD script makes GMAX (and Max as well) to render Zoom6 instead of Zoom5. The later will be achieved from Zoom6 by simple drop of of 3/4 of pixels. This will inevitably cause some degradation of Zoom5...

    One big issue with using GMAX is tha it doesn't have any AntiAliasing. In this respect You'd be FAR better off with Bat4Max. At the moment there is beta version with which you can use MR. if you interested let me know.quote>

    I’m very interested. I take it I will not be able to use Mantal Ray in 3ds 2009 though. As per you’re threads on Bat4Max. Are you the creator of these scripts? I have just downloaded it and will be playing around with it in the next hour or so. I have to read your tutorial 9.gif If I have questions I will post them in this thread if you don't mind?

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    If this I understand this beta version correctly, it should be able to support any current mental ray rendering engine... probably not standalone license, though.

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    Now it has turned into a hassle. Aparently I have to re-install Autodesk 2009 into C:3dsMax. Is there going to be a patch to fix this inconvenience? Otherwise I can't even render my models. Theres always a catch. 32.gif

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    And Autovino would know! ;-)

    Since it is his ingenuity that made the very thing possible!

    As for installation location... Well T I don't see what is a big fuzz about it. The entire re-installation (albeit of Max itself) will take no more then 10 min. Don't know about other plugins you may have. Patching it... well you are welcome to tty. It is theoretically possible to sort of divorce the location of Max itself and the BAT4Max folders. Later will, however, have to stay in folder with path without empty spaces to keep compliance with FSHtool. Mind you at least it is no longer necessary to edit 3dsmax.ini - that was real hassle as it impaired the functionality of Max.

    LuBu, I'm PMing to you the download link for the Beta update. Use files from it to replace those installed by Bat4Max 2.6HD. Also remember to use new version of LetThereBeLight as well...

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    Well I'm almost there. I grabed you're update and also installed "Let There Be light".  I continue to get error code 6 when trying to render in Max. I have read what the error code means on the fourms but have found no solution. I have also re-installed MAX to C:\3dsmax

    Ever got error code 6. What was you're solution?

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    The nature of "error code 6" is such that nothing certain really can be said.

    It's official description - " some error occurred somewhere" basically nothing at all...

    there is something wrong with your setup. There is nothing in the script itsef that would caused it. Would it be it would surface always. The fact that is doesn't in my, or Autovino, and at least 6 other people means that it is not from script itself.

    One thing you could do is to save you scene that has the error and post it say on Rapidhsare and PM me a link, I could try to take a look at it...

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    My fix to this code 6 error was as fallows. Change the background color to 1,1,1. Then under Customise/ Preferences/ Rendering/ Select "Don't Antialias Against Background". I also had to change units to meters.

    If any one ever gets a code=6 error, try these fix's first.

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    It was changing units to meters that fixed it :-) Error 6 essentially is any render-time error... which incorrect units can cause a memory problem.

    Also, 3ds max can be installed any path name that does not contain a space or that requires administrative rights to modify (such as program files path in xp or vista).

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    My installs are in E:, I don't have any problems. As for the error 6 try making sure you dont have a camera rig in the file>xrefscene already in place when you export. That's all I can think of.


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    Originally posted by: LuBu

    My fix to this code 6 error was as fallows. Change the background color to 1,1,1. Then under Customise/ Preferences/ Rendering/ Select "Don't Antialias Against Background". I also had to change units to meters.

    If any one ever gets a code=6 error, try these fix's first.quote>

    Background color has NO influence on these matters what -so-ever. Changing ot to 1,1,1 which is for all intents and purposes black is counterproductive. Background should give you accurate-ish idea of the brightness and contrast in your model/materials.

    Anti-aliasing against background is also irrelevant in the matter of cursed "error code 6".

    On the other hand it is relevant to the background color. Good selection of both (AA filter settings and  background color) could help to produce much more smoother appearance (without even utilizing any of the alpha settings in SC4Model).And although I would say that for hard edged items - like say angular building turning it off may be a way to go, in case of something more organic - like foliage it may be better to be turned on and suitable background chosen.

    And now we come to the last item - System Units.

    These are absolute key!

    But I though it was spoken soooo many time and is a ESSENTIAL PART of setting things up. So much so that I've even made a screenshort showing what49.gif, where and how to change! The idea that people still ignore it really depressing!8.gif

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    Originally posted by: SimFox

    [And now we come to the last item - System Units.

    These are absolute key!

    But I though it was spoken soooo many time and is a ESSENTIAL PART of setting things up. So much so that I've even made a screenshort showing what, where and how to change! The idea that people still ignore it really depressing!

    quote>

    It's not your fault. I had already known about the units and had changed them to match. Somehow, somewhere, it had reverted back to the original settings. Once I noticed it had been changed, I corrected it. No need to rework your instructions. Though it could help to add a sentence like "Failing to check these unit settings may result in a Code 6 error and you will not be able to export you're project. Always double check you're settings before you try to render your finished work". Something like that. LOL  29.gif

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    Originally posted by: SimFox

    [And now we come to the last item - System Units.

    These are absolute key!

    But I though it was spoken soooo many time and is a ESSENTIAL PART of setting things up. So much so that I've even made a screenshort showing what, where and how to change! The idea that people still ignore it really depressing!

    quote>

    It's not your fault. I had already known about the units and had changed them to match. Somehow, somewhere, it had reverted back to the original settings. Once I noticed it had been changed, I corrected it. No need to rework your instructions. Though it could help to add a sentence like "Failing to check these unit settings may result in a Code 6 error and you will not be able to export you're project. Always double check you're settings before you try to render your finished work". Something like that. LOL  29.gif

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    Originally posted by: SimFox

    [And now we come to the last item - System Units.

    These are absolute key!

    But I though it was spoken soooo many time and is a ESSENTIAL PART of setting things up. So much so that I've even made a screenshort showing what, where and how to change! The idea that people still ignore it really depressing!

    quote>

    It's not your fault. I had already known about the units and had changed them to match. Somehow, somewhere, it had reverted back to the original settings. Once I noticed it had been changed, I corrected it. No need to rework your instructions. Though it could help to add a sentence like "Failing to check these unit settings may result in a Code 6 error and you will not be able to export you're project. Always double check you're settings before you try to render your finished work". Something like that. LOL  29.gif

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